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Modding:Creating and Exporting Meshes in Blender: Difference between revisions

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==Extracting a model to work with==
==Extracting a model to work with==
[[File:NewBodyBlenderScreenshotImported.webp|thumb|Imported meshes.|187x187px]]Now open your modder’s multitool. Click ‘Search Index’. Filter by .GR2. Search something like HUM_F_ARM_ and browse the in game meshes available to regular size humanlike females. You may also wish to consult this table- [https://docs.google.com/spreadsheets/d/16uyC9UIJUmg1ciwsFfjdhsAbJAz320g2ei65BUGrnZg/edit#gid=1726617676 Clothing and Armor models by Saku]. (This lists HUM F only but most outfits fit male and other races as well)
[[File:NewBodyBlenderScreenshotImported.webp|thumb|Imported meshes.|187x187px]]Now open your modder’s multitool. Click ‘Search Index’. Filter by .GR2. Search something like HUM_F_ARM_ and browse the in game meshes available to regular size humanlike females.


You should at least extract [[Modding:Body Models|HUM_F_NKD_Body_A]] (or whatever nude you are basing your outfit on) to fit your new outfit around.
You should at least extract [[Modding:Body Models|HUM_F_NKD_Body_A]] (or whatever nude you are basing your outfit on) to fit your new outfit around.
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[https://www.youtube.com/watch?v=NCDGhz3RSr8 See this video] for how to fix meshes that import in with messed up normals and export looking like see through checkerboards.   
[https://www.youtube.com/watch?v=NCDGhz3RSr8 See this video] for how to fix meshes that import in with messed up normals and export looking like see through checkerboards.   


You can also fix with '''[Edit Mode] Mesh> Clean Up> Merge By Distance''', and then put a solidify modifier at 00.1 thickness.
You can also fix with '''[Edit Mode] Mesh> Clean Up> Merge By Distance''', and then put a solidify modifier at 00.1 thickness. Recalculate Normals> Average Face Area may also help.
 
Alternately, select all, alt+n to average face area. If any blue lines on the edges appear, select edges, then 'clear sharp' and alt+n average face areas again.
[[File:How2ViewFaceorientationoverlay.webp|thumb|291x291px|How to view face orientation overlay on Blender. Blue is outside, red is inside. Red will be invisible in-game, unless you set up a 2 sided shader in your LSX code later.]]
[[File:How2ViewFaceorientationoverlay.webp|thumb|291x291px|How to view face orientation overlay on Blender. Blue is outside, red is inside. Red will be invisible in-game, unless you set up a 2 sided shader in your LSX code later.]]
==Physics==
==Physics==
[https://www.nexusmods.com/baldursgate3/articles/311 Here is a tutorial about how to add physics to your mesh by ReallyLazyIcarus.]
Unfortunately physics are not quite at game quality yet at this stage.
Unfortunately physics are not quite at game quality yet at this stage.


Physics are set with red vertex paint. Hot pink vertex paint counterbalances the physics.
Physics are set with red vertex paint. Hot pink and blue vertex paint counterbalances the physics.
 
If a mesh is 100% weighted to a single bone, adding physics will cause it to crash the game. If you are making a helmet item and therefore need it to be entirely static, weight some of it to the piercing bones as they also do not move.
 
A mesh cannot be entirely vertex painted red or it will bounce around, it needs some black vertex paint left to keep it in place.
 
If your mesh is creasing up at the back, you may want to lower the vertex paint to be lower down.


A cloth mesh (Generally named something like HUM_F_CLT_Daisy_Dress_A_Cloth_Mesh and will import in) is the collider mesh, which stops it clipping through things. Sadly you may need to delete it as it can cause your mesh to be exported with errors.
A cloth mesh (Generally named something like HUM_F_CLT_Daisy_Dress_A_Cloth_Mesh and will import in) is the collider mesh, which stops it clipping through things. Sadly you may need to delete it as it can cause your mesh to be exported with errors.
[https://www.nexusmods.com/baldursgate3/articles/311 Here is a tutorial about how to add physics to your mesh by ReallyLazyIcarus.]


Some people have had success pasting the code from in game meshes into their lsx mesh code, specifically clothbuffer values, which caused the physics to be less flappy and enabled the collider mesh to be exported without issues. Which is worth a try if you have a lot of patience and experience with coding. [https://docs.google.com/document/d/1nb_B2uz8Xlakhoa7XNf4IRU8mMisGPZyQEkydlZQdD0/edit?usp=sharing A tutorial can be found for this here.]  
Some people have had success pasting the code from in game meshes into their lsx mesh code, specifically clothbuffer values, which caused the physics to be less flappy and enabled the collider mesh to be exported without issues. Which is worth a try if you have a lot of patience and experience with coding. [https://docs.google.com/document/d/1nb_B2uz8Xlakhoa7XNf4IRU8mMisGPZyQEkydlZQdD0/edit?usp=sharing A tutorial can be found for this here.]  
[[File:ScreenyExampleOfPhysicsMesh.webp|thumb|134x134px|Example of red vertex paint for Physics. (Daisy Dress Mesh)]]
[[File:ScreenyExampleOfPhysicsMesh.webp|thumb|134x134px|Example of red vertex paint for Physics. (Daisy Dress Mesh)]]
Some people have also experimented with not exporting the mesh and setting non-skirt parts of the original mesh to use an invisible material, then combining it with their own torso in a roottemplate.
If you learn anything new, add it here!
If you learn anything new, add it here!


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